I wish I could make my own thread for this, but alas I am still only a junior here.
I had possibly the worst experience with Valve yesterday & would like to vent my frustrations and warn any potential teams building a game for indie on Source.
So basically I've been involved in an indie project for the last year with a team I've known for the last 3 or 4 years. I have a daytime industry job, and took it upon myself to sacrifice a lot of my free time to work on this game. All of the team are incredibly proficient in the Source Engine, myself with over 8 years of experience, so we chose it as the platform to release our first title on.
We are working on the Alien Swarm branch of the engine (essentially Portal 2) and have implemented & optimised a fully deferred renderer & a whole host of impressive shader work. The game pretty much matched any DX11 indie UDK game visually, and we weren't even in full alpha.
Essentially, we got to the point where we were ready to showcase this publicly in the next few months, preparing to launch a Kickstarter, with an announcement trailer and all that jazz. We emailed Valve for prices on a licence and full engine code - we wanted to implement DX11 finally & get access to their NextBot AI - but they had other plans.
The email response yesterday, in one fell swoop destroyed over a year's worth of work. And destroyed my stupid faith in Valve being this demigod amongst the developers.
It was pretty much a stock cut & paste reply saying. "we are no longer officially supporting the engine commercially, if you would like to get your 'mod' onto greenlight, we can assist you. But it is advised you seek out another engine like Unity".
No words.
I know some of you might be thinking "well, tough luck, move on". But this mess is far more complicated than that. Firstly, Valve are still advertising on their site about licencing:
http://source.valvesoftware.com/
They haven't made any effort to let the indie community know or update their stance on the situation.
Secondly, one of our members, works on another Source Engine game by the name of Consortium, which has been funded on KS and received a licence this year. So we have no idea when they decided to close the floodgates to potential licencees.
They offered only Source 2013 on their GitHub, which is a pile of shit. We needed at least P2/Alien Swarm for deferred - it was literally the only thing keeping us on the engine. And that wasn't for commercial usage either.
It is greatly disappointing that they have come back to us with this. The team has worked so hard to push the engine to where it is and Valve have pretty much said "GG, fuck you".
We emailed back advising them to update their website. It's a sign of things to come, with them most likely prepping for Source 2, but there is no way we can sit around and wait for that, it could be over a year or longer before it's publicly available. I am no longer likely to ever going to touch Source again because of this.
So, instead of moaning and whining for the rest of eternity, we had an emergency meeting & decided to email Epic for licencing info. We know we can use UE3, but UE4 is much closer on the horizon, with some teams already using it. Plus licence costs are dirt cheap in comparison - the KS was originally to cover the cost of the Source Engine licence if we got a number back from them - so we won't be in extreme debt before we release anything at least. We get access to a lot of things in Unreal that we were doing insane hacks to get to work on Source & DX9.
Art-wise, we are not pushed back too far. we can easily import assets over & remake the shaders quite quickly, snce the art pipeline is 10x better. But programming-wise. We're fucked. UE3 is currently UnrealScript, & our programmers are C++ proficient. So all that code is lost forever (another reason we want UE4 is the programmers don't need to learn the finnicky nature of Uscript). Also we are likely at a major setback AI-wise. Source had a great framework to build upon & access to NextBot (L4D2 AI) would of been a huge improvement. We have to basically write all this from scratch now. Fun times indeed.
The small upside for me is now I have a legitimate excuse to dive into and learn UDK.
So that's that. We'll wait for Valve to reply again & see if they dramatically change their mind (unlikely). Epic said they would be in touch within a day or so. We'll continue to push for Kickstarter but it's had a huge impact to development - we reckon maybe 4 months to get back up to scratch - so it will be launched sometime early next year hopefully.
Games Development - You cruel bastard.